optimise color override
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@ -14,10 +14,8 @@ uniform vec3 colorOverride;
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varying vec3 fragColor;
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void main() {
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if (colorOverride != vec3(0)) {
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fragColor = colorOverride;
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} else {
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fragColor = vertColor;
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}
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float colorOverrideActive = step(0.001, length(colorOverride));
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fragColor = colorOverride * colorOverrideActive + vertColor * (1.0 - colorOverrideActive);
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gl_Position = realProjectionMatrix * realViewMatrix * virtualProjectionMatrix * virtualModelViewMatrix * vec4(vertPosition, 1.0);
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}
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